As the next update begins to loom on the horizon, I thought it only fitting to begin talking about the changes coming to the Ettenmoors in Book 11. There are some significant changes, some not so significant and other that were the result of some serious data mining, feedback and game experience. Grab your favorite reading drink and a snack before you dive into this list of changes.
First, we delayed the inclusion of the contested area beneath the Ettenmoors in favor of focusing on other changes and fixes. We are currently working on this for Book 12 and are please to let you know that there are a bundle of new rewards for both players and monster players being included for Book 12. These include, but are not limited to: new armor sets, new weapon sets, and new jewelry sets for players, for monster players, new racial skills, new corruptions and new items consumable and persistent
The decision to push this was not an easy one to make, primarily because I had stated that it was coming and I knew that backlash would be rough, but rather than push something out that was less than we expected and felt needed to be added to the area we made the decision to push this big feature.
Second, an update on the next monster player class, we are still considering that the next class is an orc. We do not have anything solidified what the name will be but we know that the class will serve as the primary healer for the monster players. No timeline right now.
Great, Orion are we getting ANYTHING in the upcoming book?
I am glad you asked, and here is the list of the changes coming in Book 11:
* Diminishing Returns: We have implemented diminishing returns in player versus player situations. This does not affect functionality in PvE at all. Let me reiterate again, no changes were made to the way that crowd control functions in PvE, the diminishing returns are only for player versus player interaction. Diminishing returns affect all spells and skills used by players excluding the spider’s root. We are committed to getting this skill added to the list for diminishing returns at a later time.
o Diminishing returns is initially being implemented to reduce the efficacy of skills/spells ratcheting downward on a slow slope. Example: A Loremaster opens with blinding flash and the player is struck by a second blinding flash within the effect cooldown timer allotment. The new application of the skill will last for a few seconds less. This continues downward to a zero second return over the course of repeated application.
• Rangers and Trolls: After seeing trolls and rangers in action it became apparent that three trolls were simply too powerful for a group of players to handle and their inclusion overwhelmed the battlefield. As a result, we have reduced the number of trolls and rangers available to a maximum of two in the Ettenmoors. One can be obtained at any time, and the second becomes available only when your side of the fight is losing the battle in the Ettenmoors.
• Monster Class Traits: We added another slot for Monster Players to slot class traits into, this was done as we feel that it is necessary to give monster players a bit more variety in their class builds.
• Monster Player Warband Manoeuvers: Monster players can now execute warband manoeuvers. These function as the player fellowship manoeuvers and can be started by spiders and wargs.
• Fellowship Manoeuvers and Warband Manoeuvers affect players and monster players. These are balanced against the monsters and players statistics to keep them equal.
• Monster Player Skills: We have added at least two new skills for each monster player class the break down is listed below.
• Cauldrons: Damage dealt from cauldrons was reduced drastically. Additionally, the bug with the cauldron at Tirith Rhaw has been fixed.
• Murder Holes: Damage dealt from the murder holes was reduced drastically.
• Hot Points: Players and monster players will now find defenders at the hot point locations. Additionally, it should no longer be possible to stealth at these locations. Or for spiders to hide at these locations.
* Players who bring their Freep into the Ettenmoors will be unable to log a Creep into the Ettenmoors for 2 hours time. If you never take your Freep to the Ettenmoors then you can play your Creep as often as you want. Creeps can always leave their character and return to normal PvE play on their Freep.
* Ranger sessions are now purchased with Tokens of Valour, no longer with destiny points. It will cost 10 Tokens of Valour to start a session.
Eye Rake: This is a quick attack meant for the opponents eyes, this skill will interrupt skills and spells which have an associated induction timer. This skill is available at Rank 6.
Tendon Shred: This attack targets the ankle of an opponent tripping them up and opening the opportunity for a warband manoeuver. This skill is available at Rank 3.
Improved Pounce: The knockdown effect of improved pounce has been changed to happen only when the warg critically succeeds on a hit; the critical chance was also reduced. The warg will now stun his opponent, instead of knocking them down. This change was necessary since the knockdown state induced the chance for a warband manoeuver.
Banner of Terror: The Warleader summons forth a banner which will induce terror in the heart of every free person within its radius. This affects their ability to fight and regenerate effectively. This banner will not work against other monster targets. This skill is available for purchase at Rank 3. Warleaders can only have 1 banner active at a time.
Black Speech: Harsh words spoken in the black tongue of Lugbûrz can lower severly impede an opponent. This shout deal significant damage to an opponent. This skill is available for purchase at Rank 5.
Command Post: By summoning a banner of the greatest orc tribe, the Krahjarn, the Warleader can inspire all his fellows within the banner’s radius to great purpose. This increases regeneration rates and damage dealt, while reducing damage taken. This skill is available at Rank 7. Warleaders can only have 1 banner active at a time.
Smothering Web: The spider focuses her energies on one opponent smothering them in webs and driving them down to the ground enabling a warband manoeuver. This skill can be cast at range and is available for purchase at Rank 3.
Web the Earth: Hastily retreating from a fight, the spider can drop a mass of sticky webs to slow down pursuers. Those walking through the webs are slowed for a short period of time. This skill can be purchased at Rank 5.
Hatchlings: The spider infuses her poison with eggs. If not removed from a player quickly, these eggs will hatch setting hatchlings onto the affected player. This skill can be purchased at Rank 6.
Charge!: Reavers are meant to enter combat and as such need to get there quickly. This skill, only usable outside of combat, makes the orc immune to crowd control effects for 8 seconds and increased their run speed by 100% for the same amount of time. This skill is available at Rank 3.
Gut Punch: A swift, yet dirty, punch to the gut will make your opponent lose his concentration, breaking any inductions he might be using. This skill becomes available at Rank 5.
No You Don’t!: A quick shot that can break the targets concentration. This attack deals very little damage but can interrupt inductions. Available at rank 3.
I See You: This increases the Blackarrow’s ability to see creatures in stealth. Available at Rank 5.
Vital Target: Killing has never been easier. This targets vital organs and can deal devastating damage to a target. If the initial damage is not enough, the bleed attached to the attack may very well cripple the opponent. This skill is available at Rank 7.
This serves as the primer of things to come for the upcoming Book. Feel free to also use this as a Q&A session. I may be a little slower to respond than normal, but I will do my best to answer questions.